Mostly Harmless

UE2:Actor internal variables (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
U2XMP Object >> Actor (internal variables)

Contents

Actor internal variables in other games:
RTNP, U1, U2, UDK, UE2Runtime, UT, UT2003, UT2004, UT3
Other member categories for this class:
constants, enums, events, instance functions, native functions, properties

[edit] Internal variables

[edit] Acceleration

Type: Object.Vector


[edit] ActorRenderData

Type: ActorRenderDataPtr

Modifiers: const, native


[edit] ActorTag

Type: int

Modifiers: const, native


[edit] AlignMeshNormal

Type: Object.Vector

Normal used to align mesh -- calculated internally but should be cleared if AlignMeshTraceVector cleared.

[edit] AlignMeshTraceOffset1

Type: Object.Vector

Offset of 1st patch point from which to trace relative to origin/rotation.

[edit] AlignMeshTraceOffset2

Type: Object.Vector

Offset of 2nd patch point from which to trace relative to origin/rotation.

[edit] AlignMeshTraceOffset3

Type: Object.Vector

Offset of 3rd patch point from which to trace relative to origin/rotation.

[edit] AlignMeshTraceVector

Type: Object.Vector

If set mesh will be aligned to normal found by tracing along this vector under "patch".

[edit] Attached

Type: array<Actor>

Modifiers: const

array of actors attached to this actor.

[edit] AttachmentBone

Type: name

Modifiers: const


[edit] bAlwaysRelevant

Type: bool

Always relevant for network.

[edit] bAlwaysTick

Type: bool

Modifiers: const

Update even when players-only.

[edit] bAnimByOwner

Type: bool

Animation dictated by owner.

[edit] bAnimFinished

Type: bool

Unlooped animation sequence has finished.

[edit] bAnimLoopFinished

Type: bool

NEW (mdf) used in engine with FinishAnim(false) to signal end of a loop without stopping it. //!!CDH: move into SimAnim?

[edit] bAnimNoExist

Type: bool

Modifiers: const

NEW (mjl) used so that animations which don't exist will still call FinishAnim one tick later.

[edit] Base

Type: Actor

Modifiers: const

Actor we're standing on.

[edit] bCanEncroachPlayer

Type: bool

NEW (mdf) allow some actors (usually scripted NPCs) to pass through players

[edit] bCanFallOutOfWorld

Type: bool

NEW (arl) suppress fell out of world message

[edit] bClientAnim

Type: bool

Don't replicate any animations - animation done client-side

[edit] bClientDemoNetFunc

Type: bool

Modifiers: const


[edit] bClientDemoRecording

Type: bool

Modifiers: const

True we are currently recording a client-side demo

[edit] bDemoRecording

Type: bool

Modifiers: const

True we are currently demo recording

[edit] bDestroyInPainVolume

Type: bool

destroy this actor if it enters a pain volume

[edit] bDisturbFluidSurface

Type: bool


[edit] bEditorPlaced

Type: bool

true if actor was placed in the editor

[edit] bEdSnap

Type: bool

Modifiers: transient

Should snap to grid in UnrealEd.

[edit] bHurtEntry

Type: bool

keep HurtRadius from being reentrant

[edit] bInterpolating

Type: bool

Performing interpolating.

[edit] bJustTeleported

Type: bool

Modifiers: const

Used by engine physics - not valid for scripts.

Default value: True

[edit] bLightChanged

Type: bool

Modifiers: transient


[edit] bMeshAlwaysRefresh

Type: bool

NEW (cdh) Always refresh script processes, even when not rendering

[edit] bNetDirty

Type: bool

Modifiers: const

set when any attribute is assigned a value in unrealscript, reset when the actor is replicated

[edit] bNetInitial

Type: bool

Modifiers: const

Initial network update.

[edit] bNetOptional

Type: bool

Modifiers: const

Actor should only be replicated if bandwidth available.

[edit] bNetOwner

Type: bool

Modifiers: const

Player owns this actor.

[edit] bNetRelevant

Type: bool

Modifiers: const

Actor is currently relevant. Only valid server side, only when replicating variables.

[edit] bNetTemporary

Type: bool

Modifiers: const

Tear-off simulation in network play.

[edit] bObsolete

Type: bool


[edit] bOnlyDirtyReplication

Type: bool


[edit] bOnlyOwnerSee

Type: bool

Only owner can see this actor.

[edit] bOrientOnSlope

Type: bool

when landing, orient base on slope of floor

[edit] bOwnerNoSee

Type: bool

Everything but the owner can see this actor.

[edit] bPathTemp

Type: bool

Modifiers: transient

Internal/path building

[edit] bPaused

Type: bool

NEW (mjl) if true, the actor is currently paused and not being updated remotely

[edit] bPendingDelete

Type: bool


[edit] bReplicateAnimations

Type: bool


[edit] bReplicateInstigator

Type: bool

Replicate instigator to client (used by bNetTemporary projectiles).

[edit] bReplicateMovement

Type: bool

if true, replicate movement/location related properties

Default value: True

[edit] Brush

Type: Model

Modifiers: const, export

Brush if DrawType=DT_Brush.

[edit] bSelected

Type: bool

Modifiers: const

Selected in UnrealEd.

[edit] bSkipActorPropertyReplication

Type: bool

if true, don't replicate actor class variables for this actor

[edit] bSpecialRotationRep

Type: bool

NEW (arl) Hack to override Rotation replication statement for ParticleSprayers.

[edit] bTearOff

Type: bool


[edit] bTempEditor

Type: bool

Modifiers: transient, const

Internal UnrealEd.

[edit] bTicked

Type: bool

Modifiers: transient, const

Actor has been updated.

[edit] bTimerLoop

Type: bool

Timer loops (else is one-shot).

[edit] bTrailerPrePivot

Type: bool

If PHYS_Trailer and true, offset from owner by PrePivot.

[edit] bTrailerSameRotation

Type: bool

If PHYS_Trailer and true, have same rotation as owner.

[edit] bTravel

Type: bool

Actor is capable of travelling among servers.

[edit] bUpdateSimulatedPosition

Type: bool

if true, update velocity/location after initialization for simulated proxies

[edit] bWorldGeometry

Type: bool

Collision and Physics treats this actor as world geometry

[edit] CollisionTag

Type: int

Modifiers: const, native


[edit] ColLocation

Type: Object.Vector

Modifiers: const


[edit] DebugAlignMeshLevel

Type: int


[edit] Deleted

Type: Actor

Modifiers: const


[edit] IndentStr

Type: string

Modifiers: private

NEW (mdf) Debug

[edit] Instigator

Type: Pawn

Pawn responsible for damage caused by this actor.

[edit] Inventory

Type: Inventory

Inventory chain.

[edit] LastRenderTime

Type: float

last time this actor was rendered.

[edit] LatentFloat

Type: float

Modifiers: const

Internal latent function use.

[edit] Leaves

Type: array<int>

Modifiers: transient


[edit] Level

Type: LevelInfo

Modifiers: const

Level this actor is on.

[edit] LightingTag

Type: int

Modifiers: const, native


[edit] LightRenderData

Type: LightRenderDataPtr

Modifiers: const, native


[edit] LightTag

Type: int

Modifiers: transient


[edit] MeshInstance

Type: MeshInstance

Modifiers: transient

Mesh instance.

[edit] MessageClass

Type: class<LocalMessage>


Default value: Class'Engine.LocalMessage'

[edit] MountOldLocation

Type: Object.Vector

Internal use, old location of actor.

[edit] MountOldRotation

Type: Object.Rotator


[edit] MountParentActor

Type: Actor

Actor that we are mounted to.

[edit] NetPriority

Type: float

Higher priorities means update it more frequently.

Default value: 1.0

[edit] NetTag

Type: int

Modifiers: const, transient


[edit] NetUpdateFrequency

Type: float


Default value: 100.0

[edit] nextParticleLight

Type: Actor

Modifiers: const


[edit] Owner

Type: Actor

Modifiers: const

Owner actor.

[edit] PendingTouch

Type: Actor

Actor touched during move which wants to add an effect after the movement completes

[edit] PhysicsVolume

Type: PhysicsVolume

Modifiers: const

physics volume this actor is currently in

[edit] PrimaryDynamicLight

Type: Actor

Modifiers: const


[edit] PrimaryStaticLight

Type: Actor

Modifiers: const

NEW (arl) Shadows

[edit] Projectors

Type: array<ProjectorRenderInfoPtr>

Modifiers: const, native

Projected textures on this actor

[edit] ProximityReticleOnEvents

Type: array<string>

Modifiers: const


Default value, index 0: "ProximityReticleCorners"

Default value, index 1: "ProximityReticleTopBars"

[edit] Region

Type: PointRegion

Modifiers: const

Region this actor is in.

[edit] RelativeLocation

Type: Object.Vector

Modifiers: const

location relative to base/bone (valid if base exists)

[edit] RelativeRotation

Type: Object.Rotator

Modifiers: const

rotation relative to base/bone (valid if base exists)

[edit] RemoteRole

Type: ENetRole


Default value: ROLE_DumbProxy

[edit] RenderInterface

Type: RenderIterator

Modifiers: transient


[edit] RenderRevision

Type: int

Modifiers: const, native


[edit] Role

Type: ENetRole


Default value: ROLE_Authority

[edit] SimAnim

Type: AnimRep

Modifiers: transient


[edit] StaticFilterState

Type: EFilterState

Modifiers: native


[edit] StaticMeshInstance

Type: StaticMeshInstance

Contains per-instance static mesh data, like static lighting data.

[edit] StaticMeshProjectors

Type: array<StaticMeshProjectorRenderInfoPtr>

Modifiers: const, native


[edit] StaticSectionBatches

Type: array<BatchReference>

Modifiers: const, native


[edit] TimerCounter

Type: float

Modifiers: const

Counts up until it reaches TimerRate.

[edit] TimerRate

Type: float

Timer event, 0=no timer.

[edit] Touching

Type: array<Actor>

Modifiers: const

List of touching actors.

[edit] TweenRate

Type: float

Tween-into rate.

[edit] UseReticleOnEvents

Type: array<string>

Modifiers: const

NEW (mib) UI

Default value, index 0: "UseReticleText"

Default value, index 1: "UseReticleCorners"

Default value, index 2: "UseReticleTopBars"

[edit] XLevel

Type: Level

Modifiers: transient, const

Level object.

Personal tools